It now builds cleanly, but I cut a few code stubs
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@@ -46,18 +46,8 @@ static int createRoom(lua_State* L) {
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lua_gettable(L, LUA_REGISTRYINDEX);
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RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
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//determine the specified room type
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MapType mapType = [L]() -> MapType {
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if (std::string("overworld") == lua_tostring(L, -2)) return MapType::OVERWORLD;
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if (std::string("ruins") == lua_tostring(L, -2)) return MapType::RUINS;
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if (std::string("towers") == lua_tostring(L, -2)) return MapType::TOWERS;
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if (std::string("forests") == lua_tostring(L, -2)) return MapType::FORESTS;
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if (std::string("caves") == lua_tostring(L, -2)) return MapType::CAVES;
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return MapType::NONE;
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}();
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//create the room
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RoomData* newRoom = roomMgr->CreateRoom(mapType);
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RoomData* newRoom = roomMgr->CreateRoom();
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//return the new room
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lua_pushlightuserdata(L, newRoom);
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